Pause timescale when game is paused
This commit is contained in:
@@ -274,7 +274,7 @@ namespace UI.CardSystem
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if (canvasGroup != null)
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{
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canvasGroup.alpha = 0f;
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Tween.Value(0f, 1f, (value) => canvasGroup.alpha = value, transitionDuration, 0f, Tween.EaseInOut, Tween.LoopType.None, null, onComplete);
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Tween.Value(0f, 1f, (value) => canvasGroup.alpha = value, transitionDuration, 0f, Tween.EaseInOut, Tween.LoopType.None, null, onComplete, obeyTimescale: false);
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}
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else
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{
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@@ -288,7 +288,7 @@ namespace UI.CardSystem
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// Simple fade out animation
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if (canvasGroup != null)
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{
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Tween.Value(canvasGroup.alpha, 0f, (value) => canvasGroup.alpha = value, transitionDuration, 0f, Tween.EaseInOut, Tween.LoopType.None, null, onComplete);
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Tween.Value(canvasGroup.alpha, 0f, (value) => canvasGroup.alpha = value, transitionDuration, 0f, Tween.EaseInOut, Tween.LoopType.None, null, onComplete, obeyTimescale: false);
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}
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else
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{
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@@ -177,7 +177,8 @@ namespace UI.CardSystem
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pulseDuration/2,
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0,
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Tween.EaseIn);
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});
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},
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obeyTimescale: false);
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}
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}
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}
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@@ -255,7 +255,7 @@ namespace UI.CardSystem
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// Animate the booster pack opening
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Tween.LocalScale(boosterPackObject.transform, Vector3.zero, 0.3f, 0f, Tween.EaseInBack, Tween.LoopType.None, null, () => {
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boosterPackObject.SetActive(false);
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});
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}, obeyTimescale: false);
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}
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if (openBoosterButton != null)
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@@ -322,7 +322,7 @@ namespace UI.CardSystem
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Debug.Log($"[BoosterOpeningPage] Card back {i} activated");
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// Play reveal animation using Pixelplacement.Tween
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Tween.LocalScale(cardBackObj.transform, Vector3.one, 0.5f, 0f, Tween.EaseOutBack);
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Tween.LocalScale(cardBackObj.transform, Vector3.one, 0.5f, 0f, Tween.EaseOutBack, obeyTimescale: false);
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// Wait for animation delay
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yield return new WaitForSeconds(cardRevealDelay);
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@@ -374,7 +374,7 @@ namespace UI.CardSystem
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Transform cardBackTransform = cardBack.transform;
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// Step 1: Flip the card 90 degrees (showing the edge)
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Tween.LocalRotation(cardBackTransform, new Vector3(0, 90, 0), flipAnimationDuration * 0.5f, 0);
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Tween.LocalRotation(cardBackTransform, new Vector3(0, 90, 0), flipAnimationDuration * 0.5f, 0, obeyTimescale: false);
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// Wait for half the flip duration
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yield return new WaitForSeconds(flipAnimationDuration * 0.5f);
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@@ -405,7 +405,7 @@ namespace UI.CardSystem
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}
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// Step 3: Finish the flip animation (from 90 degrees to 0)
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Tween.LocalRotation(cardObj.transform, Vector3.zero, flipAnimationDuration * 0.5f, 0);
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Tween.LocalRotation(cardObj.transform, Vector3.zero, flipAnimationDuration * 0.5f, 0, obeyTimescale: false);
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// Increment counter of revealed cards
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_revealedCardCount++;
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@@ -441,8 +441,8 @@ namespace UI.CardSystem
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Vector3 originalScale = cardTransform.localScale;
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// Sequence: Scale up slightly, then back to normal
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Tween.LocalScale(cardTransform, originalScale * 1.2f, 0.2f, 0.1f, Tween.EaseOutBack);
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Tween.LocalScale(cardTransform, originalScale, 0.15f, 0.3f, Tween.EaseIn);
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Tween.LocalScale(cardTransform, originalScale * 1.2f, 0.2f, 0.1f, Tween.EaseOutBack, obeyTimescale: false);
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Tween.LocalScale(cardTransform, originalScale, 0.15f, 0.3f, Tween.EaseIn, obeyTimescale: false);
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// Play sound effect based on rarity (if available)
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// This would require audio source components to be set up
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@@ -463,7 +463,7 @@ namespace UI.CardSystem
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continueButton.gameObject.SetActive(true);
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continueButton.transform.localScale = Vector3.zero;
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Tween.LocalScale(continueButton.transform, Vector3.one, 0.3f, 0f, Tween.EaseOutBack);
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Tween.LocalScale(continueButton.transform, Vector3.one, 0.3f, 0f, Tween.EaseOutBack, obeyTimescale: false);
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}
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}
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@@ -542,8 +542,8 @@ namespace UI.CardSystem
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Vector3 targetPos = card.transform.parent.InverseTransformPoint(backpackWorldPos);
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// Start the move animation - ensure no cancellation between animations
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Tween.LocalPosition(card.transform, targetPos, animationDuration, cardDelay * i, Tween.EaseInOut);
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Tween.LocalScale(card.transform, Vector3.zero, animationDuration, cardDelay * i, Tween.EaseIn);
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Tween.LocalPosition(card.transform, targetPos, animationDuration, cardDelay * i, Tween.EaseInOut, obeyTimescale: false);
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Tween.LocalScale(card.transform, Vector3.zero, animationDuration, cardDelay * i, Tween.EaseIn, obeyTimescale: false);
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Debug.Log($"[BoosterOpeningPage] Starting animation for card {i}");
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}
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@@ -578,7 +578,7 @@ namespace UI.CardSystem
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if (canvasGroup != null)
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{
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canvasGroup.alpha = 0f;
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Tween.Value(0f, 1f, (value) => canvasGroup.alpha = value, transitionDuration, 0f, Tween.EaseInOut, Tween.LoopType.None, null, onComplete);
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Tween.Value(0f, 1f, (value) => canvasGroup.alpha = value, transitionDuration, 0f, Tween.EaseInOut, Tween.LoopType.None, null, onComplete, obeyTimescale: false);
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}
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else
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{
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@@ -595,7 +595,7 @@ namespace UI.CardSystem
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// Simple fade out animation
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if (canvasGroup != null)
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{
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Tween.Value(canvasGroup.alpha, 0f, (value) => canvasGroup.alpha = value, transitionDuration, 0f, Tween.EaseInOut, Tween.LoopType.None, null, onComplete);
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Tween.Value(canvasGroup.alpha, 0f, (value) => canvasGroup.alpha = value, transitionDuration, 0f, Tween.EaseInOut, Tween.LoopType.None, null, onComplete, obeyTimescale: false);
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}
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else
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{
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@@ -268,7 +268,7 @@ namespace UI.CardSystem
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// Animate the notification dot for feedback
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boosterNotificationDot.transform.localScale = Vector3.one * 1.2f;
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Tween.LocalScale(boosterNotificationDot.transform, Vector3.one, 0.3f, 0f);
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Tween.LocalScale(boosterNotificationDot.transform, Vector3.one, 0.3f, 0f, obeyTimescale: false);
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// Update visibility based on count
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UpdateBoosterVisibility();
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@@ -175,7 +175,7 @@ namespace UI.CardSystem
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if (canvasGroup != null)
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{
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canvasGroup.alpha = 0f;
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Tween.Value(0f, 1f, (value) => canvasGroup.alpha = value, transitionDuration, 0f, Tween.EaseInOut, Tween.LoopType.None, null, onComplete);
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Tween.Value(0f, 1f, (value) => canvasGroup.alpha = value, transitionDuration, 0f, Tween.EaseInOut, Tween.LoopType.None, null, onComplete, obeyTimescale: false);
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}
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else
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{
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@@ -192,7 +192,7 @@ namespace UI.CardSystem
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// Simple fade out animation
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if (canvasGroup != null)
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{
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Tween.Value(canvasGroup.alpha, 0f, (value) => canvasGroup.alpha = value, transitionDuration, 0f, Tween.EaseInOut, Tween.LoopType.None, null, onComplete);
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Tween.Value(canvasGroup.alpha, 0f, (value) => canvasGroup.alpha = value, transitionDuration, 0f, Tween.EaseInOut, Tween.LoopType.None, null, onComplete, obeyTimescale: false);
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}
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else
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{
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